Small Issue

In a dialogue file of Ender Sai standing in Tazok's Tent, the last action is EscapeAreaDestroy(90), which replaces original EscapeArea(). I don't know the reason why someone decided to replace it, but what happens now is that the guy continues standing for 90 seconds after the end of the dialogue and blocking the way to the chest which contains important stuff. Removing him by force would result in dropping reputation. I'm going to return the original EscapeArea() in my fixes for BGT, but I suggest you do the same in your installation.

I would propose that each one of you makes an LStest run so we can deterninate the responding kind of behaviour for reasons(aka what the scripts do over all ).

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.

I just tried in my game, Clued myself in AR8701.ARE, talked with Ender and after conversation, he disappeared, like Salk said, and journal notes are added.
In dialog file is EscapeAreaDestroy(90), so I guess it works "fine". Not like it should be, what Lollorian said, but not game-breaking, like in Vlad's case.

It'd be a pain to do each one of these individually for all instances of EAD(90), but in rare cases like this where it's not reliable, we could simply have the CRE do a MoveToPoint and then DestroySelf, emulating the EAD(90) by appearance, but without the glitchiness, since the script won't move on to one action before the previous one is finished (could be bolstered with SetInterrupt(F/T)).

I just tried in my game, Clued myself in AR8701.ARE, talked with Ender and after conversation, he disappeared, like Salk said, and journal notes are added.
In dialog file is EscapeAreaDestroy(90), so I guess it works "fine". Not like it should be, what Lollorian said, but not game-breaking, like in Vlad's case.

Thanks for testing this too, Mad Mate!

I wonder if you could test with any of those .cre found in the escape.d file (BGT\fixpack\) and see if in your case too EscapeAreaDestroy(90) often fails?

It seems EscapeAreaDestroy(90) is doing exactly what it's not supposed to do - it just destroys the character in the open space, while EscapeArea() allows him/her to go away first. Gerde in the Fishermen Village after giving me 75 gp for hunting ankhegs was destroyed without moving. Changing back to EscapeArea() allowed her to walk away. I think you should drop patching all the dialogues with experimental EscapeAreaDestroy(90) in the next fix.

I suggest that you make the small patch now and restore all EscapeArea() in dialogues. I don't want to continue playing knowing that there are many potential bugs caused by this faulty fix. I know that KD had a lot of great ideas but fixing things that work is not one of his best.

According to Miloch EscapeArea() is not so good either....It seems though that even EscapeArea() is often presenting the same problem so it's no real solution.

Which is why Vlan ended up with MoveToPoint() ... and then I would use either of the escape's, as they would be in the exit area of the map already, action which can be intercepted by the party if the need arises.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.

Salk, the list you have shown is very small. I have seen other dialogues having this issue. For example, ENDER.DLG and GERDE.DLG are not in the list. I've checked the vanilla BG1 installation and found only the EscapeArea() trigger in those dialogues, which means there are additional blocks in TP2 that do this patching.

Attached Files

Salk, the list you have shown is very small. I have seen other dialogues having this issue. For example, ENDER.DLG and GERDE.DLG are not in the list. I've checked the vanilla BG1 installation and found only the EscapeArea() trigger in those dialogues, which means there are additional blocks in TP2 that do this patching.